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Author Topic: LFT: An FFT mod (The final release is a lie. Download here!)  (Read 410616 times)

Ranmilia

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Re: FFT Changes
« Reply #125 on: December 07, 2008, 11:08:55 PM »
More Archer.

Edit - I should mention around this point that Green Beret is better than Twist Headband right now, since the +1 speed allows me to use bigger charges.  They're equal in damage if it makes the difference between +5 and +7, but Beret avoids doubleturns, and Beret is flat out better if it allows me to use +10.

gOLANd
0 resets

Position party so the chemists can't shoot them turn 1.  Beeline for the rooftop.  Snipe.  Win.  One guy got charmed, but he wasn't able to do anything since Olan stood on a rooftop panel that couldn't be shot from anywhere but the corners, which I had other people on.  Min bow range and all that.

Zalmo 1
0 resets

I remembered him having Arrow Guard and prepared for a tough fight, anticipating having to snipe down all the other units before engaging him.  Whoops, he no longer has Arrow Guard.  Whoops, you can stand archers on one panel at each side of the high wall.  Joke fight, took no damage except a Geomancy on Ramza.

UBS2, Bane of SSCCs
1 ironically self inflicted reset.

The lancers here are considerably scarier than any knight would be.  Fortunately, the terrain gives me a massive advantage.  Two Charge +10 shots down the lancer who moves and attacks me first turn, and everyone moves to positions the other two can't reach (around the left bookcase) and take potshots at the time mages and Alex The Chemist.  If all goes well, both mages should die, I kill myself next, and hop up/down the levels of the map to keep away from the lancers.

All did not go well!  I bet you thought that ironically self inflicted reset was going to come from Alex The Chemist doing something horrible, didn't you?  Well... no, he never took an action on either attempt.  First try, the first Charge +10 on the front lancer criticals, doing no extra damage but knocking him back a panel.  So the second Charge +10 misses, he lives, and he proceeds to kill someone.  ARGH.  Second try, all went as planned.

Izlude and the DLcon Cookie Party
0 resets

The usual assassination blitz here.  Enemies move up, Taishyr charges an unsurvivable Titan so I have to have two men bring him down before it resolves, and then everyone fires on Izlude.  Gate and Izlude deliver cookies, cheer, and lots of pain, but my last man standing brings Izlude to his knees.  Yeah, this could have gone better if I actually tried to keep out of range of Gate's super bearhug (he actually pseudo-OHKOd someone via inflicting Sleep) but oh well, it worked.

UBS1
0 resets(?!)

How this fight was supposed to go down, according to Laggy:  Wiegraf OHKOs at least two people with Lightning Stab off the bat.

How this fight actually went down:  Wiegraf uses Stasis Sword for moderate damage and Stops one person.  I spread out and lock on four Charge +7s, which take him to critical.  He Split Punches Ramza for the kill and moves back, a wizard kills someone else, and the two survivors go through the center door and finish the job.

Just as well.  I'm not sure it would be possible if he OHKOd with Lightning Stab.

Grog Hill
6 resets and counting.  Good luck with the axe to the face first turn is absolutely required, since if it hits for big damage the chemists both move down and finish Ramza (or whoever) off and that's GG right there.  Speaking of the chemists, they like to wreak havok with guns and healing and etc.  The Squire Yells the thief, making her 9 speed 8 move, and the Archer generally has Arrow Guard.

Maybe I should level to the next speed point.  Ramza's 16, everyone else is 13 or 14.  The enemies here are 27, and I can already see the ridiculous pain incoming at Yardow.  Yeah, I probably should.  Sighable.
« Last Edit: December 08, 2008, 12:06:48 AM by Sir Alex »

Laggy

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Re: FFT Changes
« Reply #126 on: December 08, 2008, 09:21:51 PM »
Upcoming V4 changes -

* Battle Axe gets +1 PA
* Giant Axe gets +1 MA
* Poison Rod loses +1 MA, now gets +2 PA and randomly casts Bio 3 (Undead version)
* Mediator's MP multiplier decreased from 85 to 75
* Madlemgen's description corrected (documentation)
* Fairy Harp loses Add: Invite, now randomly casts Fairy, 45 -> 50 WP
* Monk gained innate [Move-HP Up]
* Time Mage gained innate [Float]
* Oracle gained innate [Move-MP Up]
* Oracle's MP Multiplier decreased from 110 to 100
* Engineer (Mustadio) removed [Equip Axe], added [Equip Gun] to ability list
* Holy Swordsman (Orlandu) removed [Shellbust Stab], [Blastar Punch], [Hellcry Punch], [Icewolf Bite]
* Monster growths changed:
  - HP, PA, and MA Growth multiplied by 2/3 (rounded up)
  - Speed Growth multiplied by 3/4 (rounded up)
  - Move and Jump increased by 1
  - Innate [Monster Skill] given
  - All monster series have a unique Reaction (replacing Counter)
  - Various specific monster tweaks to abilities and stats
* Fixed some skillsets showing no text on select (documentation)
* Adjusted various JP costs
* Adjusted poaches
* Changed several encounters to utilize underused classes

Full changes available on first post. (V3 has everything minus stuff listed here and some small JP changes.)

I'm not actually sure there's a whole lot left to change. m.c. and I are planning on running through the game to verify everything and get a feel for the monster changes, but at this point I think we're pretty happy with most things as a whole. If there's any remaining concerns or things you feel should be addressed (down to JP costs, etc.) please input.
<Eph> When Laggy was there to fuel my desire to open crates, my life was happy.  Now I'm stuck playing a shitty moba and playing Anime RPGs.

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Re: FFT Changes
« Reply #127 on: December 08, 2008, 09:24:22 PM »
* Engineer (Mustadio) removed [Equip Axe], added [Equip Gun] to ability list


Thank you. ^_^

Shale

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Re: FFT Changes
« Reply #128 on: December 08, 2008, 09:25:41 PM »
Minor typo to point out: The Wish description refers to "will of force," which I'm pretty sure is supposed to be "force of will."
"Sufficiently advanced magic is indistinguishable from technology."
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Strago

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Re: FFT Changes
« Reply #129 on: December 08, 2008, 09:33:05 PM »
So there are indeed more previously underused classes showing up in story battles, now? You mentioned that briefly in your first post, but haven't given specifics anywhere. Presumably to avoid gameplay spoilers? I'd be interested to know at least vaguely a bit more about what you've done along those lines, if anything.

Laggy

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Re: FFT Changes
« Reply #130 on: December 08, 2008, 09:38:16 PM »
Noted, Shale.

I can give you a list if you want, Strago. I've left out specifics so people don't get gameplay-spoiled, yeah, but just saying where certain classes show up isn't that big of a deal. The details are the fun part.
<Eph> When Laggy was there to fuel my desire to open crates, my life was happy.  Now I'm stuck playing a shitty moba and playing Anime RPGs.

Strago

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Re: FFT Changes
« Reply #131 on: December 08, 2008, 09:43:28 PM »
Come to think of it, I'd rather be surprised myself. Good to hear that there'll be more variety among the enemies, though. I'm looking forward to playing the hack, once I have the time. A shame I noticed too late your call for cameos, and there will be no spoony Bard named Strago harassing Ramza somewhere. Tragedy.

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Re: FFT Changes
« Reply #132 on: December 08, 2008, 09:48:45 PM »
... If you want to drop my cameo and give Strago his, I'd consider that a victory for both of us or something. >_>

Laggy

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Re: FFT Changes
« Reply #133 on: December 08, 2008, 09:49:44 PM »
Unfortunately there are no enemy bards and dancers in the normal storyline fights. I do use them in some of my edited optional fights, though. I'll see if I can squeeze in a few more bytes of editing without glitching the game. >_>
<Eph> When Laggy was there to fuel my desire to open crates, my life was happy.  Now I'm stuck playing a shitty moba and playing Anime RPGs.

Strago

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Re: FFT Changes
« Reply #134 on: December 08, 2008, 09:53:24 PM »
Heh! Don't drive yourself crazy over it, but I certainly won't complain if you fit it in. I'd love to know where he shows up, if it ends up working.

High-five, Tai!

Dhyerwolf

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Re: FFT Changes
« Reply #135 on: December 08, 2008, 10:05:35 PM »
So yeah, is it possible to rename Alma? Possibly to oh...Jay-marla or some similar name?
...into the nightfall.

metroid composite

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Re: FFT Changes
« Reply #136 on: December 08, 2008, 10:07:59 PM »
Upcoming V4 changes -

* Battle Axe gets +1 PA
* Giant Axe gets +1 MA
I suppose I should comment on this one, as I'm the one who pushed for it.

Remember the calculation a bit back of "you have Meteor, you want to hit the Yardow Ninjas, and to do so you need to be fast"?  I was realizing that Priest was beating Squire in every category that matters--more MP, and more MA thanks to the Wizard staff.  And when you're supposed to be a carrier class and getting out-carriered by Priest (a class with a real skillset and "crappy" stats), it's time to go home and cry.  Obviously Squires eventually get Rune Blade...but it's Geomancers who have an argument for gamebest carrier post-RB, not Squire.  Felt like Squire needed a mid-game pick-me-up.

At the same time, does an MA+1 axe pump up Geo too much?  Nope--shows up the same time as Ageis Shield (can't axe+sheild, so same MA for geos).  PA+1 powers up geos for Punch Art a little, but if you want to forego Martial Arts Ninja/Dancer in favour of a Geomancer with a chapter 1 axe and no shield, I'm alright with this (thanks to 125 PA mult, it's competitive at some levels; probably overall weakest of the three classes, though).  PA+1 is also an interesting way to make Battle Axe hit a little harder without making it blatant "use with Throw skillset".

Quote
* Poison Rod loses +1 MA, now gets +2 PA and randomly casts Bio 3 (Undead version)
I'll admit it: I'm a Wizard Staff fan.  Poison Rod having +1 MA made Wizard Staff not feel special, and took away the one point in the game where Time Mages compete with Wizards for raw MA.

PA+2 on a mage...has some super-niche but entertaining uses.

Quote
* Mediator's MP multiplier decreased from 85 to 75
Mediators have 105/105/105 HP/PA/MA, the three important stats, which is often going to just be identical to 110/110/110 from Squires.  There's three (realistic) reasons to use Squire instead:
WP: Jump+Axe, for instance
Move: 5 vs 3
MP: Doing head-to-head comparisons I was getting MP gaps like 103 to 114, which...felt so small.

MP was always Mediator's worst stat, yet we'd bumped the multiplier up to be equal to HP.  Dropped it back down (though still above its original value).

Quote
* Monk gained innate [Move-HP Up]
* Time Mage gained innate [Float]
* Oracle gained innate [Move-MP Up]
* Oracle's MP Multiplier decreased from 110 to 100
"Hey, Archer's innate Ignore Height is cool.  Maybe we can do some more of this.  Like...hmm, could some class get Move MP Up?  Actually, often early in the game I'm setting myself to get just enough MP for a big spell like Meteor or Holy.  So...a low-MP class with Move-MP Up would be interesting, since I wouldn't auto-go to that class if I was looking for MP."

Laggy, however, is very obsessed with Symmetry.  Can't give something to Oracle without giving something to the parallel class on the job tree (Time Mage).  (Hey, innate Float on Time Mages is...kinda neat in like...four fights).  He also wasn't comfortable with Move MP Up getting time but not Move HP Up.  This created another problem:

"Geez, we're making Monks tanky now; what with cheap Equip Armor, and innate Move HP Up."
"Umm...you know, Equip Armor might be due in for a nerf--it's pretty ridiculous on a Chapter 2 Monk, and there's no penalty to it thanks to innate Gained JP Up and how little it costs."

So...Equip Armor went back to its original 500 JP.

The other concern was with MP Switch--you could now use Move MP Up with Move+2 or with Ignore Height.  ...But it was reasoned you could also get the same effect by being Squire or Archer with Move MP Up, so...yeah.

The final concern was "that's still a pretty high MP mult--are you going to be locked into Oracle now if you want MP?"  Seems to me no: other mages have more MP for Move MP Up if you don't mind the 3 move.  Even if 3 move isn't good enough, 5 move Squire has more MP, and 4 move Geo has around the same MP.

And of course, just in general it fits the idea of Oracle--they already had a lower MP multiplier, but were the only mage class that could gain back MP (Spell Absorb).

Quote
* JP Cost Changes
The noteable one here is Jump changed JP cost again.

Was
Lv2/4/8: 150/300/900
Vt2/4/8: 100/200/600

Now
Lv2/4/8: 100/300/900
Vt2/4/8: .50/150/450

We felt most people were going to skip the L2s for L4s if they wanted cheap, so dropped L2s to 100/50.  This broke the 3:2 ratio on horizontal to vertical...but it got us talking and we realized "wait, 3:2 ratio doesn't make much sense".  So we went with doubling (and stuck with 2-4-8: that's doubling, baby!)  The gap between the levels, however, is a trippling (100-300-900), which is okay since it's also exponential.  (Mmmm...tasty, tasty math).
« Last Edit: December 08, 2008, 11:17:11 PM by metroid composite »

superaielman

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Re: FFT Changes
« Reply #137 on: December 09, 2008, 07:20:00 PM »
Laggy: Circlet inflicts berserk but you don't lose control of the PC. It works just fine on the enemy end though.
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Re: FFT Changes
« Reply #138 on: December 09, 2008, 07:51:03 PM »
Started playing last night. Mandalia Plains with a dual-wielding Thief and two Squires with crossbows makes for an absurdly competent fight. I approve, and am looking forward to seeing the rest of the hack.

My Ramza's definitely going to be some flavor of mage, this time around, since I... don't think I've ever built him that way. Usually he's just a badass Ninja-type. Might actually build up to Bard with him, since it's a class I've never actually used before and seems like it might be decent, now. Not sure what the rest of my army will look like.

Talaysen

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Re: FFT Changes
« Reply #139 on: December 09, 2008, 09:12:05 PM »
My Ramza's definitely going to be some flavor of mage, this time around, since I... don't think I've ever built him that way. Usually he's just a badass Ninja-type. Might actually build up to Bard with him, since it's a class I've never actually used before and seems like it might be decent, now. Not sure what the rest of my army will look like.

The question is why aren't you building everyone else as bards as well.

superaielman

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Re: FFT Changes
« Reply #140 on: December 09, 2008, 09:13:03 PM »
Note to Strago: Bards kick ass but can't take hits. Enjoy.
"Reputation is what other people know about you. Honor is what you know about yourself"- Count Aral Vorkosigan, A Civil Campaign
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<Ciato> he would be so kawaii as a chibi...

Laggy

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Re: FFT Changes
« Reply #141 on: December 09, 2008, 10:18:56 PM »
Circlet has been changed from Start: Berserk to Start: Berserk, Sleep.

I think it's fitting, really.

EDIT: In fact, let's go with Start: Berserk, Haste, Sleep.
« Last Edit: December 09, 2008, 10:21:40 PM by Laggy »
<Eph> When Laggy was there to fuel my desire to open crates, my life was happy.  Now I'm stuck playing a shitty moba and playing Anime RPGs.

Laggy

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Re: FFT Changes
« Reply #142 on: December 09, 2008, 10:38:22 PM »
Also, because Dhyer mentioned it, and it makes me wonder if it'll get OK to actually look at this topic and melt his eyes out:

<Eph> When Laggy was there to fuel my desire to open crates, my life was happy.  Now I'm stuck playing a shitty moba and playing Anime RPGs.

superaielman

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Re: FFT Changes
« Reply #143 on: December 10, 2008, 02:48:06 AM »
Circlet has been changed from Start: Berserk to Start: Berserk, Sleep.

I think it's fitting, really.

EDIT: In fact, let's go with Start: Berserk, Haste, Sleep.

You need to rename that Juan's circlet in that case, if you can do renaming.
"Reputation is what other people know about you. Honor is what you know about yourself"- Count Aral Vorkosigan, A Civil Campaign
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<Meeple> knownig Square-enix, they'll just give us a 2nd Kain
<Ciato> he would be so kawaii as a chibi...

Ranmilia

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Re: FFT Changes
« Reply #144 on: December 11, 2008, 03:43:32 AM »
Link removed by the evil Ko moderator. Scary!
« Last Edit: March 31, 2009, 06:09:19 PM by Dunefar »

hinode

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Re: FFT Changes
« Reply #145 on: December 11, 2008, 09:20:12 PM »
I'd suggest changing 'idol' to 'waifu' but I don't think the DL is familiar enough with that particular meme.

DjinnAndTonic

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Re: FFT Changes
« Reply #146 on: December 11, 2008, 11:14:26 PM »
Is this hack being made specifically for us DL regulars or is it supposed to be for the hack-playing community as a whole?

I mean, I'm perfectly happy with another MF6-esque adventure, but I thought this was created in response to another hack so that people could play a non-crappy 'rebalancing' of FFT?

-Djinn

Talaysen

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Re: FFT Changes
« Reply #147 on: December 11, 2008, 11:17:29 PM »
I thought we were just guinea pigs people who happened to get to play it first.

Hunter Sopko

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Re: FFT Changes
« Reply #148 on: December 11, 2008, 11:50:47 PM »
I'd suggest changing 'idol' to 'waifu' but I don't think the DL is familiar enough with that particular meme.

Eh. Doesn't make it funnier.

Laggy

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Re: FFT Changes
« Reply #149 on: December 12, 2008, 12:23:26 AM »
It's primarily a balance remake; keep in mind that most of the (sane) FFT fanboys are here in the DL community, though. That, and the changes made in reference to the DL are mostly cosmetic and/or optional. It's not anything like MF6 where everything is an overblown reference - by far and large it's still FFT.
<Eph> When Laggy was there to fuel my desire to open crates, my life was happy.  Now I'm stuck playing a shitty moba and playing Anime RPGs.